gecko/gfx/thebes/gfxD2DSurface.h

79 lines
2.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#ifndef GFX_D2DSURFACE_H
#define GFX_D2DSURFACE_H
#include "gfxASurface.h"
#include "nsPoint.h"
#include "nsRect.h"
#include <windows.h>
struct ID3D10Texture2D;
class THEBES_API gfxD2DSurface : public gfxASurface {
public:
gfxD2DSurface(HWND wnd,
gfxContentType aContent);
gfxD2DSurface(const gfxIntSize& size,
gfxImageFormat imageFormat = ImageFormatRGB24);
gfxD2DSurface(HANDLE handle, gfxContentType aContent);
gfxD2DSurface(ID3D10Texture2D *texture, gfxContentType aContent);
gfxD2DSurface(cairo_surface_t *csurf);
virtual ~gfxD2DSurface();
virtual TextQuality GetTextQualityInTransparentSurfaces()
{
// D2D always draws text in transparent surfaces with grayscale-AA,
// even if the text is over opaque pixels.
return TEXT_QUALITY_BAD;
}
void Present();
void Scroll(const nsIntPoint &aDelta, const nsIntRect &aClip);
HDC GetDC(PRBool aRetainContents);
void ReleaseDC(const nsIntRect *aUpdatedRect);
};
#endif /* GFX_D2DSURFACE_H */